Commit Graph

65 Commits

Author SHA1 Message Date
5a54d09869 InventoryManager: verify slot existence in locateWindowAndSlot()
previously, this would happily return invalid slot IDs, potentially leading to a crash.
2023-04-27 13:18:28 +01:00
af385668c2 InventoryManager: give more detailed information on failure to get info for held item 2023-03-27 17:55:39 +01:00
58d5126ada InventoryManager: fixed crashes when setting contents or slots of inventories during InventoryCloseEvent (and other similar logic) 2023-03-24 13:31:30 +00:00
ecc830a689 InventoryManager: avoid calling TypeConverter::getInstance() in a loop 2023-03-20 23:24:52 +00:00
63310cf764 Do not cache ItemStacks for every item
this is very memory inefficient, and only provides a performance advantage in cold code anyway.
2023-03-20 23:18:43 +00:00
1992d3b6db InventoryManager: avoid useless work in trackItemStack()
this attempts to accommodate slots being set to themselves, which is a rare enough occurrence (only plugins will cause it) that it doesn't make sense to penalize every inventory update this way.
attempting to avoid changing the itemstackID in this way is detrimental to performance, and it doesn't actually matter if we set a new itemstackID anyway.
2023-03-20 23:08:17 +00:00
035a0a4e9d InventoryManager: specialize trackItemStack() to avoid useless lookups 2023-03-20 22:57:58 +00:00
c9601ae67d Fixed crash when opening crafting table and other 'UI' inventories 2023-03-20 22:00:38 +00:00
758b5ee500 InventoryManager: fixed armor slots hack
the correct condition for this should be an unsynced armor slot changed during a transaction, but conveying this information to syncSlot() is a bit of a hassle, so this will do for now.
2023-03-20 21:27:56 +00:00
ca6d51498f Buffer slot and content syncing until the end of the tick
we may receive multiple requests in one tick (e.g. crafting in a batch)
2023-03-20 19:16:00 +00:00
e8085e22a0 Fixed crash when opening main inventory
the InventoryManagerEntry was getting overwritten, since we don't expect to open the same inventory with two different window IDs.
2023-03-20 18:40:18 +00:00
3d70a169e1 Reduce chaos in InventoryManager
the information in these arrays is usually needed all at the same time, so it doesn't make sense to force multiple array lookups for it.

in addition, this (obviously) cleans up the code quite a lot.
2023-03-20 17:31:54 +00:00
59bae9b077 Give InventoryManager internals clearer names
and stop mixing 'window' and 'inventory' terminology...
2023-03-20 16:53:57 +00:00
7b0816e42f Properly handle transaction building errors instead of kicking the player 2023-03-20 00:52:26 +00:00
1123a5aa23 InventoryManager: Track predictions using ItemStack directly, instead of internal Item
this removes the need for deserializing network itemstacks to core items, thereby eliminating a whole bunch of potential security issues.
2023-01-06 20:45:08 +00:00
8633804f15 InventoryManager: disentangle slot tracking from slot syncing 2023-01-06 20:26:19 +00:00
b24eb153f9 Constrain inventory transaction predictions
these are now only used for actions done with a closed inventory window. This means that they can only predict the slots of inventory, offhand and armor (total 41 slots) and perhaps include some DropItem actions.
2023-01-05 21:18:30 +00:00
3d6baa8a55 Working creative inventory, with a few more hacks than I'd like 2023-01-05 18:09:57 +00:00
5fdbb19852 Fixed a whole bunch of issues with legacy transactions 2023-01-04 00:13:51 +00:00
0039af984d Merge branch 'next-minor' into item-stack-request 2022-10-16 16:56:26 +01:00
86a2f8e360 Merge branch 'stable' into next-minor 2022-09-28 01:01:51 +01:00
def2f8c145 InventoryManager: ensure the windowID is valid before attempting to remove any window
this is currently a harmless bug, since remove() isn't currently doing any heavy lifting.
2022-09-28 01:01:42 +01:00
5b89833d5c Merge branch 'stable' into next-minor 2022-08-27 17:27:15 +01:00
fb25e05416 InventoryManager: fixed current window getting removed in race conditions with close window ACK
this could be observed by pressing E and immediately clicking a chest, which, if timed correctly, would lead to the chest lid closing, but the inventory being opened anyway.
2022-08-27 17:26:43 +01:00
2b7510945a First look at ItemStackRequest usage (very unstable) 2022-08-18 17:38:57 +01:00
e90abecf38 Rewrite InventoryManager handling of complex mapped inventories
this turned out to be necessary when dealing with the ItemStackRequest system.
2022-08-17 14:42:30 +01:00
e040c2b281 InventoryManager: fixed windows not opening when the server removes windows
closes #5094
2022-06-05 16:03:24 +01:00
38d6284671 Use PHP-CS-Fixer to enforce file header presence 2022-06-04 17:34:49 +01:00
86efa0aae6 Merge remote-tracking branch 'origin/stable' into next-minor 2022-05-20 17:49:04 +01:00
554f96bc24 InventoryManager: Defer opening new windows to the client until the window close handshake has been completed
fixes #5021 and probably a bunch of other inventory related glitches

When the server initiates a window close, it does so by sending a ContainerClose to the client, which causes the
client to behave as if it initiated the close itself. It responds by sending a ContainerClose back to the server,
which the server is then expected to respond to.

Sending the client a new window before sending this final response creates buggy behaviour on the client, which
is problematic when switching windows. Therefore, we defer sending any new windows until after the client
responds to our window close instruction, so that we can complete the window handshake correctly.

This is a pile of complicated garbage that only exists because Mojang overengineered the process of opening and
closing inventory windows.
2022-05-20 16:54:15 +01:00
6eac2ea7a5 Modernize private property declarations in src/network 2022-05-17 21:22:33 +01:00
1e59679ec2 Implemented Stonecutter (#4732) 2022-05-17 16:01:03 +01:00
4e777572c9 fix CS 2022-03-23 13:28:21 +00:00
90a8595a40 Check for mismatched inventory slot predictions in transactions
this should limit the problems caused by mismatched gameplay features that result in ghost items, such as #4896.
2022-03-22 17:42:19 +00:00
3232a83965 InventoryManager: beware possible crash due to invalid items 2022-02-22 16:50:36 +00:00
4f25ab10e9 InventoryManager: Do not sync slots the client correctly predicted during using items
closes #4825
2022-02-22 16:46:23 +00:00
be1996752a Replace disallowed operators in src/network/ 2022-01-20 19:11:32 +00:00
6fdcfb01c8 Seal up main inventory open/close logic inside InventoryManager where it belongs 2021-11-08 22:58:06 +00:00
45edb94607 Crafting tables now work the same way as anvils and enchanting tables
Removing almost all special-case logic for crafting tables.
2021-11-07 16:20:07 +00:00
e131c2cefa Drop pocketmine/spl 2021-11-02 16:08:29 +00:00
88b7389080 InventoryManager: reduce code duplication 2021-10-29 15:37:52 +01:00
c773e43eda Updated BedrockProtocol to pmmp/BedrockProtocol@97fa88e9ef 2021-10-23 01:16:45 +01:00
58bc9332cd Workaround for offhand sync (#4359)
fixes #4231
2021-08-12 23:27:53 +01:00
27e0ecf7ee Implemented Blast Furnace and Smoker (#4362) 2021-08-12 23:27:05 +01:00
b8ebf8936e InventoryManager: fix container open callbacks not working
this was reported to me on socials by multiple different people, but nobody reported an issue so I almost forgot. >.<
2021-06-26 21:21:23 +01:00
652de2632a Rough OffHand implementation
this doesn't do stuff like taking arrows from offhand yet.
2021-05-05 14:46:51 +01:00
593a8ac529 Added Loom blocks
these don't support doing patterns yet, but their inventories work.
2021-04-29 19:51:09 +01:00
8364bc51ac ... 2021-04-27 14:47:11 +01:00
7ce77713dd InventoryManager: add a mechanism to allow plugins to inject their own container open packet creators
closes #4008
2021-04-27 14:40:43 +01:00
1e6d97a157 Merge branch 'stable' 2021-04-07 21:25:39 +01:00